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Knights of Tezoth

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As she walked between the bookshelves, checking various facts or filling one sheet after another with neat handwriting, Alaria had the feeling that she had been sitting here not for a couple of hours or even a day, but for a good week. At times, she was also visited by the thought that five categories would have suited her task better than four, as some of the specific regional skills deserved their own separate category. Letter by letter, line by line, Catharsis gradually approached her metaphorical victory, approaching her work with the due responsibility. Until she finally put the final period.

By Alaria's modest estimates, the second part of her work turned out to be about five times larger than the first. It was hard to say whether this meant the inhabitants of Tezoth loved fighting more than philosophizing, or that she herself was more of a warrior than an anthropologist.

Carefully gathering the fruits of her labor, Catharsis, having completed the task set before her, headed to her liege, holding in her hands either texts predetermining the future of Silverdawn, or her magnum opus.

Skills

I - Skills capable of turning the tide of battle

I think there is no need for me to list all the advantages of heavy armor. Such protection can, if not save, then greatly prolong the life of its wearer.

Cavalry is a force to be reckoned with on the battlefield. The advantage of speed not only allows skilled riders to attack their opponent faster than they can react, but also to avoid some counterattacks. There are reasons why some soldiers try, first and foremost, to get rid of the mount. And doubly fearsome is one who has decided to saddle a flying creature. Without ranged weapons, magic, or special items, only another rider on a flying animal can cope with such an enemy.

In modern Tezoth, regions with stable access to pegasi and wyverns have an undeniable military advantage over those deprived of such luxury. This is a very valuable resource that should not be neglected.

Commanders are necessary in war. Skilled commanders, capable of effectively organizing their subordinates, are doubly necessary. The right order, given at the right moment, can decide the outcome of a battle.

A healthy army is a strong army. And there is no army healthier and braver than one supported in battle by a healer-mage. The only drawback of this school I would name is the range of the spells. If the healer does not have a reliable mount, the unit will need to maintain formation for effective use of magic, which is not always possible. Moreover, the healing spells of Sillian healers make them a priority target for the enemy.

For all its danger, flying cavalry has one critical weakness — its dependence on weather conditions. Adepts of the school of alteration are able to exploit this weakness by summoning a torrential rain that complicates shooting and flying. This fact alone justifies their use on the battlefield. Spells that can make soldiers' weapons and armor indestructible, or conceal a key unit from the enemy's sight, serve only as additional arguments for this.

Some familiars shield their masters from the most terrible attacks. Others are capable of instilling fear in the hearts of the bravest warriors. In their abilities, these spirits are diverse and unpredictable, but their power must be reckoned with. And even the benefit of other helpers, oriented towards more peaceful affairs, is better not to discount. This is certainly the strongest tool in the repertoire of adepts of the school of conjuration, but far from the only one. Such Sillians can turn an enemy ambush upside down, revealing the positions of if not all, then most of the lurking warriors with a single movement.

Their other talents, however, are directed towards peaceful pursuits and are unlikely to find application on the battlefield. The ability to conjure items, while not solving, somewhat simplifies the issue of logistics, while the disguise spell is useful in espionage and reconnaissance. Only the ability to see vague images of the future seems to me something not too reliable, due to the nature of the human mind. Many people, upon receiving a vague prediction, will be inclined to interpret it in a way favorable to themselves.

The right choice of weapon can predetermine the course of a battle. Followers of Coimaji the Majestic find this easier than other warriors.

As long as their steel is strong, and their other talents match it, some Coimajists can single-handedly handle a small unit.

A clear awareness that with every felled enemy, victory gets closer and closer helps the adherents of Coimaji the Majestic find a second wind and stay in formation much longer than they could in another situation.

One of the most effective ways to get rid of monsters and supernatural creatures, among those known to me.

An elegant way to deprive an enemy spellcaster of his main weapon, if he gets close enough.

An effective investment of time, if worthy students can be found.

There is a belief that fighting with two swords at once makes masters from the Order of the Fallen twice as deadly as any other swordsman, but the truth of life is somewhat more complicated. Too many factors play a role here, but they are undoubtedly strong and dangerous.

Eliminating an important figure from the board, or even several, can decide the outcome of a battle long before it begins.

The very fruit of scientific progress on which the health of the inhabitants of modern Pharegia rests. It guarantees a warrior remains at the peak of his capabilities, regardless of the injuries and mutilations he has suffered. Surprisingly, it does not protect against diseases. One of the main trump cards of this region.

In the medical practice of Cronaca, there is no place for outdated practices and medical errors, sometimes characteristic of other regions of Tezoth.

It is shameful to admit, but in the field of monster hunting, the inhabitants of the Village of Heroes have surpassed even the defenders of the north. But it would be naive to think that the traditions honed over almost a century and a half are limited to this alone. Special training allows them to turn seemingly disparate combat techniques into a single flow, delivering blows of incomparable strength, speed, and accuracy. It also helps in defense, as only these heroes are able to use the full potential of combat stances. But all this requires considerable time and effort. The path of a hero leaves little opportunity for developing peaceful skills not related to the military craft.

The inhabitants of Florenzan perfectly understand that useful connections are a resource no less important than money. Especially when these are people with rare, if not unique, expertise for their region, or seasoned foreign mercenaries.

Hardly anyone outside the borders of Florenzan knows how to manage finances as competently as the merchants from Isolla do.

Although the wings of the Lunians do not grant them the same maneuverability as a reliable mount, this is more than compensated by the inherent toughness and strength of the dragon-kin themselves. This primal power, combined with air superiority, rightfully makes them some of the most dangerous and mighty warriors of Tezoth.

An organized army is a strong army. Under the command of a Generalissimo, it will act like a single organism. In some situations, this alone will decide the outcome of the battle in the very first minutes.

The military traditions of Scaurr work for themselves. The danger of such warriors grows exponentially with their numbers, allowing them to defeat vastly superior enemy forces, turning them into a single avalanche of swords, axes, and spears.

Such skills not only allow one to successfully avoid encirclement by the enemy but also to create confusion in their formations, potentially allowing strikes to be delivered at their most vulnerable parts. In confronting such an enemy, this fact must be kept in mind.

The inhabitants of Novellett extracted everything necessary from the counter-strike stance, discarded the superfluous, and ended up with one of the most dangerous combat techniques at the disposal of Guildaria. However, it too has a weakness that a wise strategist can exploit: while in a state of combat readiness, the warriors of Novellett make preemptive attacks even against those enemies whom it would be unwise to attack in their position.

And again I cannot but admit that Guildaria is not without reason famous as the capital of the military craft. In most cases, defeating a warrior who has adopted such a stance is possible only by breaking either his body or his spirit. Even the ambushes of Revanland assassins, with due promptness, will be nothing to him.

"Those who do not know history are doomed to repeat it." The ability to learn lessons from past battles, even those in which it was impossible to participate personally due to their antiquity, is an important quality for one who wishes to achieve the heights of the military craft or be known as a talented commander. Committing one's thoughts to text format greatly contributes to this.

The sense of pride inherent in the Mikujans, together with military traditions, can turn local warriors into impregnable bastions, who, at the same time, can easily handle enemy defenses by learning the appropriate techniques.

In contrast to Guildarian Metallurgy, the Estellian approach to jewelry craftsmanship is elegant, effective, and devoid of any risks. Their masterpieces are as pleasing to the eye as they are effective.

The ability to gracefully dodge an enemy attack is one of the best forms of defense.

The characteristic aversion of the Estellians to the grotesque manifests itself in a surprising way in the fight against the spawn of Iphilla, as if the mere sight of these monsters makes the Estellians oppose them with particular zeal. If the Estellians consider their neighbors grotesque enough, not meeting their high standard, this zeal will undoubtedly manifest itself in internecine conflicts as well.

Often, rather than simply defeating an opponent, it is much more effective to turn them to your side. Especially if they are powerful and victory over them would take considerable strength and time.

A precise strike, but perfected by Estellian warriors.

Despite the diversity of views and motives of people who are sometimes grouped together, many of them are not only talented warriors but also unsurpassed riders.

As long as the gaze of the members of this organization is not clouded by the gray colors of the surrounding world, their righteous wrath is a force that anyone they have marked as a villain would be foolish not to reckon with.

Some of the few who are able to use the defensive stance to its full potential, and masters of positional combat.

Healthy competition is not without reason considered one of the keys to prosperity. The main thing is that the rival turns out to be worthy.

In a period of regional internecine strife, talented diplomats are more important than ever.

Some great people and skilled warriors of the past were brought down not by enemy swords and arrows, or the passage of indifferent time, but by behind-the-scenes intrigues and poisoned wine. In such a turbulent period of history as ours, a strong immune system is more important than ever.

It was precisely for the events of the present day that this organization was created.

Although a mighty weapon does not compensate for a lack of skill, in the hands of a worthy warrior it can turn the tide of battle.

One of the most dangerous and destructive combat techniques of the present day. Even if a warrior manages to survive the onslaught of blows that falls upon him, there is no guarantee that his weapon will survive it as well.

At the present time, the most reliable weapon in humanity's arsenal, against which neither acrobatic maneuvers nor a thick layer of armor will save. It will prove most effective in conditions of mass battles. Working as a team, four bomb-throwers can find a way to deal even with an experienced knight. When opposing them, a loose formation is essential, and it is better to forget about dense formations as a bad dream.

A successful start to a battle can predetermine its outcome, and in Forun they understand this perfectly. They also understand there that in case of a failed onslaught, it is wiser to retreat and reconsider one's strategy than to lose people and fight to the end. Despite the apparent weakness of this region, they know how to fight there and remember the lessons of Eidos the Iron.

The main trump card of Olivus, in case of military clashes, which with its deadliness easily compensates for the lack of training of local soldiers. In times of war, the strict secrecy of the production of firearms, which previously benefited the region, may turn into its weakness. Having lost Oliver and, along with it, the means of producing new models with ammunition, Olivus risks being left without its main weapon. Attempts to develop the military-industrial complex will increase the risks that this secret will fall into the wrong hands.

One of the most dangerous spells in the arsenal of Sillian wizards. At the same time, one of the reasons why they will become target number one for the enemies of Olivus. The second trump card in the hands of this region.

A sufficiently powerful and ancient Sithian, using this spell, can incinerate a unit of even experienced knights in a matter of seconds.

One of the main reasons why it is important to act with extreme caution and knowledge in a battle with the Sithians.

But even better, in case of inevitable confrontation, is to eliminate Sithian sorcerers and witches long before a direct clash with them. Otherwise, they will inevitably take cover behind the backs of their slaves and puppets.

Although it does not have the same flexibility as the similar Sillian spell, this Sithian magic is no less effective against flyers and archers.

Even a single use of this spell can change the course of a battle. One of the best tools in the Sithian arsenal when it comes to mass battles.

The most versatile of the Sithian spells, useful both for conducting intrigues and on the battlefield. A correctly chosen puppet can open up such a wide range of possibilities before them that no destructive magic can even come close. The third effect of this spell, however, can easily backfire on an overconfident warlock who considers love a synonym for servility and lack of will.

Not as flexible, but still effective.

The sad state of Tisia in our time is no reason to underestimate its culture. Being the fruit of ancient traditions, some of their meditative techniques are useful even on the battlefield.

Giving in to their most destructive impulses, the war-living warriors of Bachjun become relentless avatars of inevitable death. Asuras are more dangerous than all other Tisian warriors and, if they appear on the battlefield, their elimination should be a priority.

Hardened by fighting each other and the monsters of Regret, for the mere right to exist under the sun, the warriors of Apheresia have mastered techniques that allow them to finish a battle with striking speed. If King Sovaka turns his gaze to Tezoth and decides to use the current situation to his advantage, this will be an unpleasant surprise for Tezothian warriors accustomed to relying on their armor.

Where the cutthroats of Apheresia rely on speed, the hunters of Bahgrand act more cautiously and prefer to take their prey by attrition. Fortunately, they are much more interested in defending their countrymen than in conquests.

The relative peacefulness of Ofdrim does not make the practices of this clan any less dangerous on the battlefield. The sleep-herb popular in these parts, in sufficient quantities, can overcome a unit of those warriors whom the skill of more warlike neighbors could not handle.

Warriors from Eris, who keenly perceive the flow of battle, cannot be taken by surprise by cunning magic, honed combat stances, or even stealth. Their vigilance allows them to act with certainty, which makes them some of the most dangerous warriors of the east.

An exotic fighting style capable of turning unpretentious daggers into the most dangerous weapon. I dare not guess where Lord Vargas learned such mastery, but even being its sole practitioner, Dawnsteel is one of the most powerful knights in the service of Deus. The preemptive strike stance popular in Nevicate is, perhaps, one of the most effective countermeasures against the flurries of blows characteristic of this manner of fighting and similar styles.

A logical development of the guerrilla techniques of Revnland and the classic, versatile strong strike. A complex of techniques aimed at ensuring that even an opponent who survives the first combination of blows is unable to offer further resistance.

An unusual form of magic that uses the blood of its owner for attack. Despite all the risks, in terms of destructiveness it can rival Sithian sorcery and, if necessary, requires similar countermeasures.

A fighting style seemingly created from the spirit of contradiction to modern military traditions. As a result of a complete rejection of classical methods of defense, their place is taken by honed graceful movements, and the unwillingness to shed someone else's blood transforms deadly blows, in another situation, into something akin to a dance. Effective, but risky, and incapable of touching stone hearts.

Due to their strong similarity, it would be fair to call this technique the "older brother" of the Sanbornian "Touch of the Sun," lacking the limitations inherent in the latter. Although it requires much more strength, it is far more destructive than its "younger brother." Only warriors of exceptional fortitude can survive this blow, but even they are unlikely to be able to continue the battle. The rest will simply disintegrate into atoms.

If the previous technique can be called my sword, then this style can be compared to my shield, incorporating techniques designed for a prolonged battle. In most situations, I find it more reliable than the first, even if at first glance methodical strikes at the enemy's weak points, combined with defensive techniques, may seem like a less colorful tool than instant annihilation.

At the root of this style lies a thorough approach to the military craft. Only by familiarizing oneself with each type of melee weapon, understanding its strengths and weaknesses, can one, in my understanding, achieve the heights of mastery. It includes both the classic technique, beloved by many warriors of the kingdom, and a rarer technique that relies on the inertia of the weapon and properly manifests itself only in group battles. The combat stance characteristic of it has a number of parallels with the military traditions of Lilitos but, tempered by discipline and diligent training, does not place the same strain on my body.

II - Universally useful skills

A good shield cannot replace armor, but it will still serve as a good addition to plate.

One of the few ways to fight flyers and the only one that every inhabitant of the kingdom can learn. Especially effective in combination with the riding skill.

Fast and light, but not sacrificing length for it, swords are better than other weapons at compensating for the lack of grace of their owner. For a number of combat techniques, it is hard to find a better weapon. The choice of many warriors, and a worthy choice at that.

Where the sword is well suited for fighting nimble and experienced opponents, there is nothing more suitable for penetrating enemy armor than an axe. Where an elegant blade would leave only scratches, an axe will inflict a terrible wound on the enemy. The price of this brute force is a lack of the grace that distinguishes swords, but, as a rule, the trade-off is worth it. Warriors of the present day are more accustomed to relying on the strength of their armor than on quick reflexes.

Primarily, a cavalryman's weapon and a good backup option for him, if the quiver of arrows runs thin. In some situations, with equal maneuverability of the sides, it can grant the right of first strike. In other situations, it will allow exploiting flaws in the enemy's formation or avoiding counterattacks.

One cannot underestimate the ability of art to inspire people to feats, be it the achievements of bygone times captured on canvas, the fruit of someone's imagination, or works designed to demonize a hypothetical enemy.

There is no getting around field medics in military affairs.

As long as a master craftsman has access to the necessary raw materials, without any risks he can significantly increase the deadliness of a weapon, in the case of a blacksmith, or the strength of the armor entrusted to him, in the case of an armorer. Daggers benefit the most from a weaponsmith's attention. Probably due to the greater density of the aconite used for them, compared to other types of weapons: three units of material are enough to increase the effectiveness of a standard specimen by 60%. An average axe, in comparison, will become only 30% more effective.

Due to the rarity of the necessary raw materials and the delicacy of the work performed, further improvements are fraught with the risk of breakage and irretrievable loss of the aconite used. According to statistics, the chance of successful work on the ninth unit of material is only 52% and only 37% on the tenth. Considering that in this situation the final increase in efficiency, relative to the results already achieved, will be only 6.4% and 6% respectively, if we take the most ordinary sword as an example, such an investment of time and resources does not seem wise to me.

Another way to increase the effectiveness of warriors, but the risks here are associated exclusively with the extraction of such rare Ikazkania and Iphillium. The most curious effect, in my opinion, is possessed by Ikazkanium bows. With such a weapon in hand, riders on pegasi can calmly hover in the skies, being unreachable for most attacks and spells. However, shields using this alloy are also worth considering, as are swords and daggers.

Iphillium bows, although they do not have the same undeniable advantage as Ikazkanium ones, are also very good, as long as their owners are able to maintain distance. But shoes, helmets, spears, and all the same swords are also worthy of attention.

Money and loud fame are useful resources, on the eve of armed conflicts. The ability to write a sensible manual on the military craft, or an opus capable of inspiring soldiers, also has its price. And properly chosen lines can also sow doubt in the hearts of future opponents. It is with texts that some movements begin.

Equipment, services of specialists and mercenaries, rare raw materials, and much more inevitably entail expenses. If the person responsible for resolving such issues knows how to reduce these very expenses, then so much the better.

Often, brute force, elegant in its simplicity, turns out to be much more effective than various kinds of tricks.

In other situations, there is nothing better than reliability. The confidence that your blow will hit the target.

And sometimes it is wise not to rush and take a closer look at your opponent, in order to avoid a counterattack or the protective magic surrounding him. Prudent caution can save a wise warrior from certain death.

While adepts of other schools are able to turn the tide of battle with their spells, the main strength of adepts of the school of translocation lies elsewhere. Acting together, two mages can establish an unparalleled correspondence in speed between two important strategic points, bypassing the risk of information interception by the enemy. Such a communication node requires certain preparation on their part, including the need to visit the second location and attune to it, but subsequently this will allow both points to quickly exchange information even over vast distances. For example, if point B urgently needs reinforcements from point A.

They are also unmatched as couriers, capable of delivering an important cargo or dispatch with minimal risks to them, for in the hands of such a messenger they will be only at the moment of delivery, previously remaining in a well-protected room of a well-protected city. And the return journey will most likely be very short.

To some, such an application of Sillian magic may seem "boring" and too down-to-earth, but even such skeptics will hardly be able to deny the pragmatism and convenience of such solutions. However, the ability of these wizards to grant allied warriors superhuman agility, or to instantly move around the battlefield, should also not be discounted.

Even Sillian magic is unable to protect a person from illness. Under the right conditions, this technique can prove indispensable.

In my experience, many battles are deadly due to their fleeting nature. But there are also situations where even a warrior barely able to stand turns out to be that very grain that tips the scales.

Curses and battle magic are a rare but dangerous thing. Ways to protect oneself from them are never superfluous.

The ability to hide from someone else's gaze, using the chaos of battle, helps not only to fight on your own terms but also, if necessary, to leave it. Especially effective against mages and archers, if they are not hovering in the skies. Also useful for reconnaissance, sabotage, or espionage.

The conditioning of the warriors of Blacksoul not only allows them to withstand blows that would fell any other warrior but also, interestingly, often protects them from the most terrible injuries. It will not save them against a slow and methodical enemy, but such training will never be superfluous.

Our world is full of various diseases. Many of them are still not studied. Others, like the one that gripped Albus, have never been encountered in Tezoth before. And therefore, a strong immune system, even with the developed medicine of the present day, will not hurt anyone.

Given the investment that the path of a musician requires from a person, it is reasonable to follow this path to the end. One of the cases where the worldview characteristic of the followers of Velhmetra the Brilliant can help a person reach heights unattainable for many other people.

A trained eye, capable of spotting an enemy ambush, can deprive the enemy of one of the main trumps up his sleeve.

In the context of mass battles, the training, self-sufficiency, and will to live displayed by such soldiers can not only reduce losses but also save time for field medics. But for lone warriors, these are undoubtedly useful qualities as well.

The combination of the mixing of cultures characteristic of Pharegia, the rich experience of certain of its inhabitants, and the scientific discoveries characteristic of the region sometimes leads to completely unpredictable results. One person can hone their skills to perfection and reveal unexpected talents for themselves and others, while for a second, even their modest experience will cost them physical and mental health. Although the latter can be compensated by the developed medicine of this region.

This fruit of the labors of the farmers of Kabochi primarily serves a defensive function, but against a slow opponent it can also be used offensively. The size of these pumpkins is so great that they serve well as improvised fortifications, although they are unable to hold back a persistent enemy for long. Potentially, resourceful natives of Kabochi, acting together, can even use this feature of their national symbol to isolate a formidable opponent for a time or hinder an enemy retreat. Due to their life-threatening nature, it is necessary to get rid of such pumpkins before they fill the battlefield.

A bane for nimble opponents and dense formations. The main danger here is not the explosion itself, from the harm of which a good armor easily saves a warrior, but its consequences: opponents concussed by the shockwave will become easy prey for the pumpkin thrower's comrades, while the released flame, if no one helps them, will seal the fate of the rest.

The training characteristic of Lamente, entrusted to my care, requires considerable time investment from a person. I confess, even I have not fully managed to master all the wisdom characteristic of it. However, for a talented and persistent person, this will open many doors. The versatility characteristic of the locals allows local commanders to better understand the strengths of their subordinates and find nuggets where a different person would not have thought to look, while scouts from Lamente, hardened by forays to the Crater, are able not only to skillfully hide even from the gaze of wary monsters but also to save comrades from seemingly hopeless situations. If there is a sudden need to rescue an important person without raising unnecessary noise, it will be hard to find anyone equal to them in this field.

With proper protection or agility, it allows introducing chaos into the enemy's formations. Soldiers who lack discipline and speed of step will unsuccessfully chase the provocateur while the enemy deals with the rest of the army. Against cavalry, however, the benefit of such tricks will be very moderate.

Against an unprepared enemy, it can turn an apparent victory into a draw.

With rare exceptions, there is only one way to protect yourself from this technique — by dodging the enemy's blow in time. Even a seasoned warrior capable of surviving a hit will be turned into a cripple by it. One of the main reasons why it is wise to keep your distance when opposing the Sanbornians, if such an opportunity exists.

A healthy lifestyle has never hurt anyone. In the context of military conflicts, the ability of soldiers to keep themselves in proper shape is doubly useful.

The difference between this technique and its prototype, known to many warriors, becomes noticeable only when the enemy is encased from head to toe in the strongest armor. In such cases, however, little can compare with it.

Even a Lunian can envy the strength of the Tritons, but it comes at a great cost to them.

In the context of mainland Tezoth, Lizards are a rare sight. Lizards who rely not only on the strength of their scales but also on heavy armor are doubly rare. But a rare sight is not an impossible sight. In case of military conflicts, the Archipelago of Furious Waves is unlikely to neglect such an advantage.

The killers from Revnland are still difficult for their colleagues from Albus to compete with, but this is no reason to underestimate them.

I will not hide that the philosophy of the members of this organization is close to me, and therefore I cannot deny the truth of their views. At the same time, the path to self-improvement they have chosen is fraught with great risks: in order to adopt the techniques of a powerful opponent, one must first defeat them. However, those of them who survive are undoubtedly dangerous warriors, whose fighting style changes and evolves from time to time.

You cannot live your whole life without taking any risks, but where these very risks can be reduced, one should not neglect such an opportunity. The blacksmiths and armorers of Lorelei, in their approach to smithing work, are meticulous and cautious. Their 52% and 37% turn into 72% and 54% respectively. When money, time, and resources are at stake, I see no point in settling for anything less.

I don't know what they grow the local olives on, but it seems to me that the help of the agronomists from Kabochi was involved. They are able to fill a person with fresh strength, however, due to the fleeting nature of most battles, where every extra second can be at stake, it is much easier to derive benefit from this for someone who is not in the thick of the battle, like a healer-mage standing behind the strong backs of allies.

Not every opponent can be negotiated with. Not every opponent should be. However, unnecessary conflicts should indeed be avoided, if possible.

A good way to neutralize a powerful opponent.

Alas, the world does not lack naive fools. Those of them who enter into a contract with the Sithians become dangerous fools.

Of all the Sithian spells, this one is associated with the greatest risk for them. If this says anything, it is about the power of their magic. Even surrounded by well-armed warriors on all sides, a Sithian sorcerer is an extremely dangerous opponent.

A Sithian who prefers to act from the shadows will most likely choose this magic. "Accidents" arouse much less suspicion in people than a sharp change in the policy of a public figure or their mysterious disappearance.

The martial arts techniques of Tisia are certainly impressive and deserve attention, but defensive movements alone are usually not enough to win a battle. Bloodless victories in this life can be useful, sometimes even necessary, but they are not always possible.

No one is immune from mistakes, but not everyone, having survived a defeat, will rise like a phoenix from the ashes and continue the battle with renewed vigor. The stronger the warrior familiar with this technique, the more unpleasant a surprise such inflexibility will be for his opponent.

The magic of tattoos, widespread in the Clans of Dawn, is perhaps one of the most mysterious of the schools of magic known in Tezoth and, in my opinion, deserves careful study, representing a well of untapped potential. Alas, as can be seen from Kisgilt, not all uses of this magic are ethical. The enslavement tattoos popular in this city serve as a pillar of stability for their economy and allow them to use slaves in military affairs with minimal risks, although many of them are cripples. In case of armed conflicts, this same magic will allow this clan to multiply its forces at the expense of prisoners of war. But therein also lies the weakness of Kisgilt — correct identification and elimination of the commander-drivers can sow discord in its army.

The inhuman endurance of the warriors of Lilitos allows them to fight until their body completely gives out. Their bones may break, and blood may cloud their vision, but they intend to fight to the end. As a result, they do not live long, and even the most advanced medicine is rarely able to help them. The reputation of their clan as the shield of the east is more than deserved, and a direct clash with such warriors is fraught with enormous risks.

One can have different opinions on this matter, but looting is an integral part of military conflicts. Every shield, every sword, and even every arrow costs its money. The ability to extract maximum benefit from one's victories reduces these expenses.

III - Skills of moderate use

Compared to an axe and a sword, a much more situational weapon. Where the strengths of the other two types of weapons manifest themselves regardless of anything, the features of hammers become noticeable only if its owner knows very specific combat techniques characteristic of certain regions of Tezoth, a specimen of the chosen weapon endowed with special properties falls into his hands, or he knows methods of fighting opponents clad in plate armor.

Not a choice for everyone. While some daggers may have unusual properties and there are techniques, similar to Lord Vargas's fighting style, capable of unlocking their potential, in the hands of most warriors a reliable sword, axe, spear, or even hammer will be more effective. Only thanks to the exceptions I have mentioned, this weapon did not end up in a lower category.

In the most surprising way, rousing battle music can fill warriors with fresh strength and spur them on to true feats of heroism. However, for this to happen, these melodies must first be heard. If a battle comrade has already rushed to the attack, the same effect may not occur. And the true unlocking of such talents requires considerable effort on the part of the musician, otherwise his fingers will not be able to touch the subtle strings of someone else's soul.

A skill that is primarily useful in positional combat, dense formations, and also in battles in conditions that leave little room for maneuver.

New connections and acquaintances require time and effort, but do not guarantee useful results. Sometimes you can meet a person who will become your faithful comrade for life and will help you out more than once in trouble, being a mighty warrior or a talented mage. Another time, a person may turn out to be unreliable and cause no less problems than benefits.

Useful for reconnaissance, sabotage, and espionage. Potentially, it allows starting a battle on favorable terms.

A rare warrior enters a battle planning his retreat. That is the lot of raiders, saboteurs, and partisans. Such skills will be most useful to them.

There are few ways to deal with heavily armored opponents, and this technique is one of them. In my experience, it is most useful for archers and hammer-wielders.

Rather than trying to break the armor, it is sometimes more effective to find a gap in it. Even if the enemy's plate is indestructible and dampens the most terrible blows, his body will eventually break down. Not the fastest method of fighting, but sometimes effective.

A very specific combat technique, but it is not without its use. When an enemy relies too much on gulps from a healing flask or other methods of wound healing, it can be useful to deprive him of such an advantage. But even this will not help against Sillian healers.

The speed of Con Fortza, known throughout Tezoth, is as high as the cost of a mistake when performing its characteristic swift and sequential attacks. It will fully manifest itself only against a slow opponent, or one deprived of the ability to move. An experienced warrior, sooner or later, will catch the opponent at an inconvenient moment for him, especially since the initial blows, which have not yet gained the proper momentum, are rarely able to overcome strong armor.

An indispensable talent for a saboteur and provocateur.

Useful for the same saboteurs and spies, although it requires extreme caution from them. Some particularly dexterous tricksters are able to use these skills even in the heat of battle, deftly depriving their opponents of weapons and protection.

In terms of strength, despite its purpose, the third pumpkin is no different from the first. It also does not differ in radius, which means that warriors who are not distinguished by speed of foot, intoxicated by the blood-stirring aroma, will be able to catch up with it in time. After two hits, no matter how many warriors fall under its influence, the minds of the remaining ones will become clear again, while the flame of its older sister will not evaporate anywhere, and there is usually no less reason to try to get rid of it. Nevertheless, even the third pumpkin can be used as an obstacle. It can also be used in defense. If the enemy is already engulfed in flames, then potentially even with greater effectiveness. And yet, the first pumpkin seems to me something more universal.

An unexpected means for dealing with unexpected problems. They say that this is the secret of the courage of the warriors from Makiata.

A technique designed more for duels than large-scale military conflicts. It will help dodge an arrow, but without your own bow at hand, there will be nothing to answer an Estellian warrior with.

Not an advantage that it would be wise to ignore in naval conflicts.

A fighting style as impressive in its grace as it is questionable in its unreliability.

Warriors who neglect defense are, as a rule, an easy target anyway. However, against some monsters and riding animals, this feature of the Mizukus will find its application.

Even an iron body cannot oppose brute force and cold steel. Sometimes, however, it will help to delay the inevitable.

Contacts are contacts. When it comes to espionage and information gathering, not everyone will disdain such methods.

Primarily, a technique for fighting the most terrible spawn of Iphilla and dangerous individuals.

Maintaining the morale of one's subordinates by serving as a living example for them is a wise decision, but one should not count on them displaying particular heroism.

Useful when hunting monsters and dangerous loners, but in conditions of interregional conflicts it is not always possible to achieve numerical superiority.

A dangerous spell, but primarily intended for sabotage and, due to its unusual nature, not distinguished by proper reliability. For the deliberate elimination of priority targets, the Sithians have much more pragmatic and straightforward spells.

Only the adherents of Gafuchi will be able to fully unlock the potential of these teachings.

An unbridled pursuit of fame and greatness will make heroes out of only a few. Others will end their existence much more sadly. Coordinated work on the battlefield yields greater results than attempts to personally deprive the enemy commander of his head.

A very unusual technique that lacks reliability. Despite the difference in methods, it performs a similar role to the technique favored by the natives of Lesszen, being, however, more reliable and pragmatic than it. Why break something that could be useful in the future? And the methods of protecting equipment from harm, alas, will not help against these bandits.

IV - Useless or very niche skills

Another way to cope with an enemy whose armor turned out to be too strong, but requiring much more effort from the warrior. In most situations, brute force will prove more effective than attempts to instill fear in the opponent. Of course, if the goal is to defeat the opponent, not to capture prisoners.

Certain fighting styles, similar to those practiced in the Village of Heroes or the Order of the Lionheart, unlock the true potential of this stance. It will also help when defending approaches to positions, implying that the enemy has no other paths and cannot reach the allies hidden behind the defender's back. In other situations, with a few very rare exceptions, going into a purely defensive stance seems to me an extremely dubious decision.

And again, only the brave natives of the Village of Heroes will be able to use this stance to its full potential. However, its scope of application is somewhat wider than the previous one, as it can be used to relatively safely close the distance to enemy archers. At the same time, unlike the defensive stance, it will not help against battle magic.

Similarly to the two previous options, without proper training, a warrior will be able to use only a small fraction of the potential. This stance could be useful against numerically superior enemies, or a fast and swift opponent, but only if they have no more advantageous targets and they lack patience for one reason or another.

To fell a warrior, it is sometimes enough to break his sword. Potentially, this technique from Lesszen allows this to be done. However, it is usually practiced on immobile targets, so it does not have the same stability against a living and nimble enemy. If lucky, it can change the course of a battle. According to statistics, however, the chances of this are small. Especially if the enemy has bothered to have a spare weapon.

The results of their work are truly impressive, but the pragmatism of the investment still remains in question. 24% and 14% success rate, respectively, mean that without ways to somehow reduce the risks, it will be a pleasure only for those whose aconite reserves are truly limitless.

Useful when it comes to gathering information about a specific individual, but outside of such aspects it is more suitable for social conversations and philosophical debates.

The strengths of both classic defensive stances and all the same disadvantages inherent in them. What works against the bloodthirsty monsters of Iphilla, who pounce on the first person they see, will not give the same effect in conditions of confrontation with a more cunning opponent.

An agent who has seduced a high-ranking person can undoubtedly be a useful resource, but only as long as that person is vulnerable to such temptations.

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Ple-Sen

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Ple-Sen

Is it just me, or did super-evolution used to last only one turn?

Does it also have full battlefield range?

Hmm...

In general, with super evolution in its current format, there is a very broken combo that allows a mage to keep one such ally in that state 24/7, by means of a simple cast -> olive -> cast script. If immunity to everything includes damage, then it turns into a kind of immortal terminator. And so on until the enemy breaks through to the spellcaster and removes him somehow, which can be very difficult. Assuming, of course, that the spellcaster then doesn't put that immunity on himself when the enemy gets close, and doesn't sit under it himself afterwards. I'm not sure if it was intended that way or not, but I'd rather warn in advance so that adjustments can be made before the Heroist assembles his units.

*I'll warn in advance so the GM can assemble his units before the players do 😈

Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт


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